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    DracoDei's Avatar

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    May 2007
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    Default Sinister Spinal Cord AND Skeleton

    Sinister Spinal Cord
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    Open Spoiler below for main stat block for Fine through Tiny sinister spinal cords.
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    Sinister Spinal Cord, Fine
    Sinister Spinal Cord, Diminutive
    Sinister Spinal Cord, Tiny
    Size and Type
    Fine Undead[Organ Undead]
    Diminutive Undead[Organ Undead]
    Tiny Undead[Organ Undead]
    Hit Dice
    1/16d12 (1 hp)
    1/8d12 (1 hp)
    1/4d12 (1 hp)
    Speed
    15 ft. (3 squares), climb 15 ft., swim 15 ft
    .
    15 ft. (3 squares), climb 15 ft., swim 15 ft
    .
    15 ft. (3 squares), climb 15 ft., swim 15 ft.
    Initiative
    +10
    +9
    +8
    AC 24 (+6 Dex, +8 size); touch 24; flat-footed 18 19 (+5 Dex, +4 size); touch 19; flat-footed 14 16 (+4 Dex, +2 size); touch 16; flat-footed 12
    BAB
    +0
    +0
    +0
    Grapple
    -21
    -16
    -11
    Attack
    (Paralysis Attempt +14 Melee Touch)
    (Paralysis Attempt +9 Melee Touch)
    (Paralysis Attempt +6 Melee Touch)
    Full Attack
    (Paralysis Attempt +14 Melee Touch)
    (Paralysis Attempt +9 Melee Touch)
    (Paralysis Attempt +6 Melee Touch)
    Space/Reach
    1/2 ft./0 ft.
    1 ft./0 ft.
    2 1/2 ft./0 ft.
    Special Attacks
    Paralysis, Strangle
    Paralysis, Strangle
    Paralysis, Strangle
    Special Qualities
    Soft, Dark Vision 60 ft., Halt Immunity, Undead Traits
    Soft, Dark Vision 60 ft., Halt Immunity, Undead Traits
    Soft, Dark Vision 60 ft., Halt Immunity, Undead Traits
    Saves
    Fort +0, Ref +6, Will +2
    Fort +0, Ref +5, Will +2
    Fort +0, Ref +4, Will +2
    Abilities
    Str 1, Dex 23, Con --, Int --, Wis 10, Cha 1
    Str 2, Dex 21, Con --, Int --, Wis 10, Cha 1
    Str 4, Dex 19, Con --, Int --, Wis 10, Cha 1
    Skills
    -
    -
    -
    Feats
    Improved Initiative(B), Weapon Finesse(B)
    Improved Initiative(B), Weapon Finesse(B)
    Improved Initiative(B), Weapon Finesse(B)
    Environment
    Any
    Any
    Any
    Organization
    Any
    Any
    Any
    Challenge Rating
    2
    1
    1
    Treasure
    None
    None
    None
    Alignment
    Always Neutral Evil
    Always Neutral Evil
    Always Neutral Evil
    Advancement
    None
    None
    1/3 HD (Tiny)
    Level Adjustment
    ~
    ~
    ~


    Open Spoiler below for main stat block for Small through Large sinister spinal cords.
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    ~
    Sinister Spinal Cord, Small
    Sinister Spinal Cord, Medium
    Sinister Spinal Cord, Large
    Size and Type
    Small Undead[Organ Undead]
    Medium Undead[Organ Undead]
    Large Undead[Organ Undead]
    Hit Dice
    1d12 (6 hp)
    2d12 (13 hp)
    3d12 (19 hp)
    Speed 20 ft. (4 squares), climb 20 ft., swim 20 ft. 20 ft. (4 squares), climb 20 ft., swim 20 ft. 20 ft. (4 squares), climb 20 ft., swim 20 ft.
    Initiative
    +7
    +7
    +7
    AC 14 (+3 Dex, +1 size); touch 14; flat-footed 11 13 (+3 Dex); touch 13; flat-footed 10 12(+3 Dex, -1 size); touch 12; flat-footed 9
    BAB
    +0
    +1
    +1
    Grapple
    -6
    +0
    +5
    Attack (Paralysis Attempt +4 Melee Touch) (Paralysis Attempt +4 Melee Touch) (Paralysis Attempt +3 Melee Touch)
    Full Attack (Paralysis Attempt +4 Melee Touch) (Paralysis Attempt +4 Melee Touch) (Paralysis Attempt +3 Melee Touch)
    Space/Reach
    5 ft./5 ft.
    5 ft./5 ft.
    10 ft./5 ft.
    Special Attacks Paralysis, Strangle Paralysis, Strangle Paralysis, Strangle
    Special Qualities Soft, Dark Vision 60 ft., Halt Immunity, Undead Traits Soft, Dark Vision 60 ft., Halt Immunity, Undead Traits Soft, Dark Vision 60 ft., Halt Immunity, Undead Traits
    Saves Fort +0, Ref +3, Will +2 Fort +0, Ref +3, Will +3 Fort +1, Ref +4, Will +3
    Abilities Str 6, Dex 17, Con --, Int --, Wis 10, Cha 1 Str 8, Dex 17, Con --, Int --, Wis 10, Cha 1 Str 10, Dex 17, Con --, Int --, Wis 10, Cha 1
    Skills
    -
    -
    -
    Feats Improved Initiative(B), Weapon Finesse(B) Improved Initiative(B), Weapon Finesse(B) Improved Initiative(B), Weapon Finesse(B)
    Environment
    Any
    Any
    Any
    Organization
    Any
    Any
    Any
    Challenge Rating
    1/2
    1
    2
    Treasure
    None
    None
    None
    Alignment
    Always Neutral Evil
    Always Neutral Evil
    Always Neutral Evil
    Advancement
    None
    None
    4-5 HD (Large)
    Level Adjustment
    ~
    ~
    ~


    Open Spoiler below for main stat block for Huge through Colossal sinister spinal cords.
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    ~
    Sinister Spinal Cord, Huge
    Sinister Spinal Cord, Gargantuan
    Sinister Spinal Cord, Colossal
    Size and Type
    Huge Undead[Organ Undead]
    Gargantuan Undead[Organ Undead]
    Colossal Undead[Organ Undead]
    Hit Dice
    6d12 (39 hp)
    12d12 (78 hp)
    24d12 (156 hp)
    Speed 20 ft. (4 squares), climb 20 ft., swim 20 ft. 20 ft. (4 squares), climb 20 ft., swim 20 ft. 30 ft. (6 squares), climb 30 ft., swim 30 ft.
    Initiative
    +7
    +6
    +6
    AC 11 (+3 Dex, -2 size); touch 11; flat-footed 8 8 (+2 Dex, -4 size); touch 8; flat-footed 8 4 (+2 Dex, -8 size); touch 4; flat-footed 4
    BAB
    +3
    +6
    +12
    Grapple
    +14
    +24
    +37
    Attack (Paralysis Attempt +4 Melee Touch) (Paralysis Attempt +8 Melee Touch) (Paralysis Attempt +13 Melee Touch)
    Full Attack (Paralysis Attempt +4 Melee Touch) (Paralysis Attempt +8 Melee Touch) (Paralysis Attempt +13 Melee Touch)
    Space/Reach
    15 ft./10 ft.
    20 ft./15 ft.
    30 ft./20 ft.
    Special Attacks Paralysis, Strangle Paralysis, Strangle Paralysis, Strangle
    Special Qualities Soft, Dark Vision 60 ft., Halt Immunity, Turn Resistance +1, Undead Traits Soft, Dark Vision 60 ft., Halt Immunity, Turn Resistance +2, Undead Traits Soft, Dark Vision 60 ft., Halt Immunity, Turn Resistance +3, Undead Traits
    Saves
    Fort +2, Ref +5, Will +5
    Fort +4, Ref +6, Will +8
    Fort +8, Ref +10, Will +14
    Abilities Str 16, Dex 17, Con --, Int --, Wis 10, Cha 1 Str 22, Dex 15, Con --, Int --, Wis 10, Cha 1 Str 28, Dex 15, Con --, Int --, Wis 10, Cha 1
    Skills
    -
    -
    -
    Feats
    Improved Initiative(B)
    Improved Initiative(B)
    Improved Initiative(B)
    Environment
    Any
    Any
    Any
    Organization
    Any
    Any
    Any
    Challenge Rating
    5
    7
    10
    Treasure
    None
    None
    None
    Alignment
    Always Neutral Evil
    Always Neutral Evil
    Always Neutral Evil
    Advancement
    7-11 HD (Huge)
    13-23 HD (Gargantuan)
    25+ HD (Colossal)
    Level Adjustment
    You are...
    ...kidding...
    ...right?

    A grayish rope-like... THING is before you, tapering towards the back.

    Sinister spinal cords are the spinal cords of corpses reanimated through a variant of the same necromancy that can create a skeleton or zombie. (See "Creation" below)

    Combat
    Because of their utter lack of intelligence, the instructions given to a newly created sinsiter spinal cord must be very simple. They generally end up simply charging enemies and then starting in with strangling once all opponents are downed (and continuing even if some of them recover).

    Soft(Ex): An unarmed slithering spinal cord is utterly incapable of causing hitpoint damage per se (dropping hit-points due to lack of air are another matter entirely). It could be ordered to trigger a trap, or pick up a weapon in one end (but even then it would be non-proficient with it), but its only native attack that involves an attack roll is its paralysis touch. Armed or not, a slithering spinal cord is too clumsy with weapons to perform a coup-de-grace.

    Paralysis(Sn): See table below for Durations and Will save DCs (Which are Consitution based and receive a +5 racial bonus), unlike most paralysis effects, the victim goes limp instead of stiffening up. This usually results in falling prone.

    Strangle(Ex): If a sinister spinal cord grapples a helpless victim (which means they automatically succeed on the grapple check) no more than one size category larger than them the victim must save against its Paralysis, and must attempt a fortitude save to be able to breath that round. They receive a bonus (or penalty) to their save equal to there strength modifier, but a natural 20 is not an automatic success. Use the standard rules for holding the breath/drowning (in other words it will be many rounds before the victim is in any danger in most cases). The DC is unusual and is the sinister spinal cords strength SCORE + 1/2 HD + 5 Racial Bonus. A success reduces the effective count of rounds without breath by 1 (instead of increasing it by 1), while a success by 10 points or more allows a full breath or two, resetting the count to zero.

    Note that while regaining the ability to move ends this effect, it does NOT end the grapple, which continues, although the victim does not count as grappled on any round they do not attempt to perform a grappling action against the sinister spinal cord still wrapped around their neck. The sinister spinal cord automatically succeeds with all touch attacks without the need for a roll against a creature it it wrapped around the neck of (saving throws against the paralysis are, of course, allowed).

    Sinister spinal cords wrapped around necks count as flat footed to attacks if the following conditions are met:
    1. Said attack are made with daggers, scalpels, scissors (which do not count as improvised weapons in this case), and similar bladed weapons and tools.
    2. The attacker must be able to see the sinister spinal cord, which does NOT generally include the person whose neck they are wrapped around unless a mirror is used in which case a flat -1 to hit against the flat-footed sinister spinal cord is imposed.


    Halt Immunity(Sn): Sinister spinal cords are immune to Halt Undead and similar spells and effects. Note that this specifically does NOT include rebuking (nor turning) nor purely physical/mechanical effects such as Web, or Tangle-foot bags.

    Organ Undead: For purposes of controlling or creation add a sinister spinal cord's base racial turn resistance to its hitdice in all cases rather than only for turning/rebuking/commanding/destroying.

    Auxiliary Table:
    Size
    Paralysis DC
    Paralysis Duration
    Strangle DC
    Size of Source Creature
    Fine
    15
    1 Round
    6
    Tiny biped*, Diminutive Other
    Diminutive
    15
    1d3 Rounds
    7
    Small biped*, Tiny Other
    Tiny
    15
    1d4 Rounds
    9
    Medium Biped*, Small Other
    Small
    15
    1d6 Rounds
    11
    Large Biped*, Medium Other
    Medium
    16
    1d8 Rounds
    14
    Huge Biped*, Large Other
    Large(3 HD)
    16
    1d10 Rounds
    16
    Gargantuan Biped*, Huge Other
    Large(4 HD)
    17
    1d10 Rounds
    17
    Gargantuan w/ 2 EHD Biped*, Huge w/ 2 EHD Other
    Large(5 HD)
    17
    1d10 Rounds
    17
    Gargantuan w/ 4 EHD Biped*, Huge w/ 4 EHD Other
    Huge(6 HD)
    18
    2d6 Rounds
    24
    Colossal Biped*, Gargantuan Other
    Huge(7 HD)
    18
    2d6 Rounds
    24
    Colossal w/ 2 EHD Biped*, Gargantuan w/ 2 EHD Other
    Huge(8 HD)
    19
    2d6 Rounds
    25
    Colossal w/ 4 EHD Biped*, Gargantuan w/ 4 EHD Other
    Huge(9 HD)
    19
    2d6 Rounds
    25
    Colossal w/ 6 EHD Biped*, Gargantuan w/ 6 EHD Other
    Huge(10 HD)
    20
    2d6 Rounds
    26
    Colossal w/ 8 EHD Biped*, Gargantuan w/ 8 EHD Other
    Huge(11 HD)
    20
    2d6 Rounds
    26
    Colossal w/ 8 EHD Biped*, Gargantuan w/ 8 EHD Other
    Gargantuan(12 HD)
    21
    3d6 Rounds
    33
    Colossal+ Biped*, Colossal Other
    Gargantuan(13 HD)
    21
    3d6 Rounds
    33
    Colossal+ Biped*, Colossal Other
    Gargantuan(14 HD)
    22
    3d6 Rounds
    34
    Colossal+ Biped*, Colossal Other
    Gargantuan(15 HD)
    22
    3d6 Rounds
    34
    Colossal+ Biped*, Colossal Other
    Gargantuan(16 HD)
    23
    3d6 Rounds
    35
    Colossal+ Biped*, Colossal Other
    Gargantuan(17 HD)
    23
    3d6 Rounds
    35
    Colossal+ Biped*, Colossal Other
    Gargantuan(18 HD)
    24
    3d6 Rounds
    36
    Colossal+ Biped*, Colossal Other
    Gargantuan(19 HD)
    24
    3d6 Rounds
    36
    Colossal+ Biped*, Colossal Other
    Gargantuan(20 HD)
    25
    3d6 Rounds
    37
    Colossal+ Biped*, Colossal Other
    Gargantuan(21 HD)
    25
    3d6 Rounds
    37
    Colossal+ Biped*, Colossal Other
    Gargantuan(22 HD)
    26
    3d6 Rounds
    38
    Colossal+ Biped*, Colossal Other
    Gargantuan(23 HD)
    26
    3d6 Rounds
    38
    Colossal+ Biped*, Colossal Other
    Colossal(24 HD)
    27
    5d6 rounds
    45
    Colossal+ Non-Biped or Large-Tailed Biped
    *Not counting bipeds with significant tails such as Lizard-folk, Mepholk, etc.

    Special: Sinsiter spinal cords are occasionally placed in the nasal passages of the creatures from which they came. In such a case the larger undead becomes somewhat subject to critical hits, sneak attack, and other precision based damage provided that they are dealt in the form of piercing damage. In such a case a confirmed critical hit may be elected by the attacker to deal its NORMAL (NOT critical hit/Sneak Attack!) damage to the sinister spinal cords instead of dealing any damage what-so-ever to the larger undead.

    Usage: Best when mixed with almost anything that can coup de grace. Generally they will be deployed in front of or riding on the shoulders of ground troops.
    Creating a Sinister Spinal Cord
    First the spinal cords of of one or more creatures must be harvested, each one requiring a Heal check with a DC of 25. The spinal cords must be reasonably undecayed and whole and the creature must have had a spinal cord. Then Hold Person (for Large or smaller sinister spinal cords) OR Hold Monster (for Huge or smaller sinister spinal cords) must be cast once over each spinal cord of Huge or smaller size to be animated. For gargantuan and colossal sinister spinal cords Hold Monster must instead be cast once per 2 HD. Finally, either Animate Dead or Create Undead, Lesser must be cast. The spinal cords must each be wrapped around their individual material components for the spell. Each such casting (regardless of which spell is used) may create up to 2 HD worth of sinister spinal cords per caster level (The Desecrate spell doubles this limit). Animate Dead can not create a sinister spinal cord of over 20 HD. The size of the sinister spinal cord is two size classes smaller than the size of the creature for bipeds lacking tails that reach at least to their knees (or ankles in the case of digitigrade or unguiligrade species) the spinal cord was were taken from (to a minimum Fine Size), for almost all other species the sinister spinal cord is one size class smaller (again, to a minimum of fine). Sinister spinal cords have hit dice equal to the minimum listed for a pair of sinister spinal cords of that size, plus extra hit dice equal to 1/2 the number of extra hit dice above the minimum that the creature it was harvested from needed to achieve its size class (up to the maximum listed HD a sinister spinal cord of the particular size catagory it is at may be advanced to).
    The remaining corpse is still suitable for animation into most types of undead. Especially note that with the right skill checks, spells, etc it is possible to generate a <WARNING: THESE LINKS HAVE NOT BEEN UPDATED AND THUS GO TO OLDER VERISIONS IN OTHER THREADS!> Skeleton, Slithering Liver, Zooming Brain, a contribution to a Fat Glob, 2 Rolling Eyeballs, a pair of Floating Lungs (which is a single creature), a Hopping Stomach, a Gut Snake, an Empty Skin, and a Dark Heart from a single corpse.




    There are even rumors of a few rare individuals (mostly undead) wielding them in the fashion of whips or spiked chains (they deal no damage if wielded in this fashion, but if released upon a successful hit the gut snake may start a grapple as if it had made its touch attack). The size of sinister spinal cord that could be wielded in this manner would be the same size class than the wielder if wielded as a spiked chain, or one size class smaller if wielded as a whip. Even in this case the attack causes no hit-point damage.

    Spellcasting:
    Add the following sizes and hitdies of Sinister Spinal Cords to the list of things summonable with the Summon Undead line of spells.
    Lvl (Undead)
    I
    --
    II
    --
    III
    standard Small
    IV
    standard Medium or standard Large*
    V
    standard Huge
    VI**
    Advanced Huge (9 HD)
    VII**
    standard Gargantuan
    VIII**
    Advanced Gargantuan (16 HD)
    IX**
    Advanced Gargantuan (20 HD)
    As always, you can use a spell from the Summon Undead series to summon 2 undead from the list for 1 spell level lower, or 4 undead from the list for 2 spell levels lower.

    *Caster's choice at time of casting. May not be mixed between the two.

    **This spell does not, to my knowledge, exist a-priori of this project. I might brew it up later, although it is going to be a bit narrow-focus unless other people jump on the homebrewing bandwagon.

    Archived older format of the above table.
    Spoiler
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    Spellcasting:
    Add 1 Small Sinister Spinal-Cord to the list of things that may be summoned with Summon Undead III (and multiples for later spells).
    Add 1 Sinister Spinal-Cord of either Medium or Large (caster's choice at time of casting) to the list of things that may be summoned with Summon Undead IV (and multiples for later spells).
    Add 1 Huge Sinister Spinal-Cord to the list of things that may be summoned with Summon Undead V (and multiples for later spells).
    Add 1 Gargantuan Sinister Spinal-Cord to the list of things that may be summoned with Summon Undead VII* (and multiples for later spells).
    *This spell does not, to my knowledge, exist a priori of this project. I might brew it up later, although it is going to be a bit narrow-focus unless other people jump on the homebrewing bandwagon.


    Design notes:
    Spoiler
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    As is usually the case the CR's are pretty much just guesses.
    Combination of low attack bonus touch attack, will save, and fortitude saves means that very few characters will be weak against all the steps needed for one of these to kill on its own. This makes TPKs much less likely if they are encountered without any other sort of allied creatures. And given their nature, kills of an individual PC, with the rest of the party surviving, are even less likely.
    From the beginning, the ability scores, movement rates, and hit-dice were based on Vipers, perhaps with a few minor changes, and, of course, extrapolated for the largest and smallest size classes.

    The DC on the Colossal ones is 27, which seems too high to me for even a 9th level summon.



    Skeleton
    New Rule: Skeletons have the [Organ Undead] subtype. Normally this will make absolutely no mechanical difference.

    Link to www.d20srd.org listing for the Skeleton Template.

    Eh, and since it IS OGL, I guess I might eventually get the formatting and tables applied to the template, so...
    Spoiler
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    Skeleton
    Skeletons are the animated bones of the dead, mindless automatons that obey the orders of their evil masters.

    A skeleton is seldom garbed in anything more than the rotting remnants of any clothing or armor it was wearing when slain. A skeleton does only what it is ordered to do. It can draw no conclusions of its own and takes no initiative. Because of this limitation, its instructions must always be simple. A skeleton attacks until destroyed.
    Creating A Skeleton

    "Skeleton" is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature).
    Size and Type
    The creatureís type changes to undead. It retains any subtype except for alignment subtypes (such as good) and subtypes that indicate kind. It does not gain the augmented subtype. It uses all the base creatureís statistics and special abilities except as noted here.

    Hit Dice
    Drop any Hit Dice gained from class levels (to a minimum of 1) and raise remaining Hit Dice to d12s. If the creature has more than 20 Hit Dice, it canít be made into a skeleton by the animate dead spell.

    Speed
    Winged skeletons canít use their wings to fly. If the base creature flew magically, so can the skeleton.

    Armor Class
    Natural armor bonus changes to a number based on the skeletonís size:
    Skeleton Size Natural Armor Bonus
    Tiny or smaller
    +0
    Small
    +1
    Medium or Large
    +2
    Huge
    +3
    Gargantuan
    +6
    Colossal
    +10



    Attacks
    A skeleton retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature, except for attacks that canít work without flesh. A creature with hands gains one claw attack per hand; the skeleton can strike with each of its claw attacks at its full attack bonus. A skeletonís base attack bonus is equal to Ĺ its Hit Dice.
    Skeleton Size Claw Damage
    Diminutive or Fine
    1
    Tiny
    1d2
    Small
    1d3
    Medium
    1d4
    Large
    1d6
    Huge
    1d8
    Gargantuan
    2d6
    Colossal
    2d8


    Challenge Rating
    HD Challenge Rating
    Ĺ
    1/6
    1
    1/3
    2-3
    1
    4-5
    2
    6-7
    3
    8-9
    4
    10-11
    5
    12-14
    6
    15-17
    7
    18-20
    8

    Damage
    Natural and manufactured weapons deal damage normally. A claw attack deals damage depending on the skeletonís size. (If the base creature already had claw attacks with its hands, use the skeleton claw damage only if itís better.)

    Special Attacks
    A skeleton retains none of the base creatureís special attacks.

    Special Qualities
    A skeleton loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A skeleton gains the following special qualities.

    Immunity to Cold (Ex)
    Skeletons are not affected by cold.

    Damage Reduction (Ex)
    A skeleton has damage deduction 5/bludgeoning. Skeletons lack flesh or internal organs.

    Saves
    Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +Ĺ HD + 2.
    Abilities

    A skeletonís Dexterity increases by +2, it has no Constitution or Intelligence score, its Wisdom changes to 10, and its Charisma changes to 1.
    Skills

    A skeleton has no skills.
    Feats

    A skeleton loses all feats of the base creature and gains Improved Initiative.

    Environment
    Any, usually same as base creature.

    Organization
    Any.

    Challenge Rating
    Depends on Hit Dice. See table.

    Treasure
    None.

    Alignment
    Always neutral evil.

    Advancement
    As base creature (or ó if the base creature advances by character class).

    Level Adjustment
    Not applicable.
    Last edited by DracoDei; 2020-09-01 at 03:08 AM.